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Game:

BLOOD BOWL TEAM MANAGER


THE CARD GAME

Pub:

Fantasy Flight Games (2011)

Page 1: Rules summary front

v2
Jun 2013

Page 2: Rules summary back


Page 3: Play reference x2 front
Page 4: Play reference x2 back
Page 5: Sudden Death summary x2 front
Page 5: Sudden Death summary x2 back
Print on card (ensure you are printing at 100% scale) laminate and trim to size.

Setup

3. Restock the Cheating Token Pool: The first manager


returns all cheating tokens to the cheating token pool. Flip
all the tokens facedown and mix them together.

b. Resolve Scoreboard Phase Abilities: In turn order,


resolve any Scoreboard phase abilities on players, team
upgrades, or staff upgrades.

4. Reveal the Spike! Magazine Card: The first manager


draws the top card of the Spike! Magazine deck and places
the card faceup next to the deck, covering up any previous
faceup Spike! Magazine card.

c. Determine Winner: Calculate each managers total Star


Power at the matchup, including each player, cheating
tokens, the ball token, and any player abilities.

Player refers to a card featuring a member from a Blood Bowl


team. Manager refers to a real-life player.

If the card is a tournament, managers can compete for a


prize during this round. If the card is a headline, the first
manager reads its text aloud.

Shuffle the Highlight cards and place them facedown at one


end of the common play area.

Some effects occur immediately, while those labeled This


Week occur throughout the Matchup phase.

Agree to choose teams or each draw a team token to


randomly determine your team. Each manager receives one
scoreboard (set to 00), and the 12 Starting Player cards, 5
Team Upgrade cards, and 3 Team tokens for his team.

5. Roll the Highlights: The first manager draws a number


of cards from the Highlight deck equal to the number of
managers in the game and places them faceup in the play
area in a line (the Highlight Reel). The first card is placed
next to the Highlight deck and the last next to the revealed
Spike! Magazine card.

Each manager shuffles his deck of Starting Player cards (not


including Star Players) and Team Upgrade cards and places
both decks facedown in his play area.
Separate all Star Player cards (identified by the
symbol
on both sides of the players name) into 2 decks: OWA and
CWC. Shuffle each deck separately and place them facedown
near the Highlight deck.

6. Prepare for Kickoff: Place one ball token on each Highlight


card and on the Tournament card (if present). When the ball
token is on the Highlight or Tournament card, it is at midfield.

2. Matchup

Unless using the No Salary Cap variant, return these


Staff Upgrade cards to the box: Hall of Famers, Fan Club
Enrollment, Well Get Em Next Season, Staffing Office (x2)
and Talent Scout (x2). Then shuffle the deck and place it
facedown near the Highlight deck.

Matchups can be highlights (Highlight cards from the


Highlight Reel) or tournaments (Tournament cards from
the Spike! Magazine deck). The word matchup applies to
both highlights and tournaments; highlight applies only to
highlights and not tournaments.

Prepare the Spike! Magazine deck: set aside The Blood Bowl
card. Shuffle the 3 remaining Tournament cards, randomly
draw 2, and return the remaining card to the box unseen.
Shuffle all Headline cards, randomly draw 2, and return
the remaining cards to the box unseen. Shuffle the 4 drawn
cards together into one deck and place The Blood Bowl card
facedown at the bottom of it. Place this deck at the opposite
end of the play area from the Highlight deck.

Each manager typically has 6 turns over the course of this


phase, unless he passes early. Beginning with the first
manager and proceeding clockwise, each manager performs
the following steps during his turn:

Mix together all cheating tokens facedown (skull side up)


to form the cheating token pool. Place the ball tokens and
tackle dice where all can reach them.
The youngest manager takes the golden coin and is the first
manager during the first round of the game.

The Game Round


Each game has 5 rounds, each representing one week of the
season. Each round is divided into 3 phases:

1. Maintenance
Perform the following steps in order (all managers may
perform steps 12 simultaneously):

1. Commit One Player to a Matchup: Take 1 Player card


from your hand and place it faceup next to a matchup. Then
resolve the players card as follows:
Resolve When Played: abilities on that card.
Use the players skills in order from left to right.
2. Resolve One Matchup Action (optional): You may exhaust
1 Staff Upgrade or Team Upgrade card in your play area and
apply its text.
If you cant, or wont, commit a Player card, you must pass.
You cannot commit any more players or resolve matchup
actions for the rest of the Matchup phase. You may discard
any Player cards you do not wish to keep for next round.
After all managers have passed, go to the next phase.

3. Scoreboard

1. Refresh Cards: Managers refresh all exhausted cards in


their play area by rotating them upright.

1. Resolve Matchups: Starting with the Highlight card


closest to the Highlight deck, resolve each matchup by
following the steps below.

2. Replenish Hand: Managers draw cards from their Team


deck until they have 6 cards in hand.

Resolve tournaments last. Complete the process for each


matchup before continuing to the next matchup:

When your Team deck is depleted, shuffle discards to form a


new deck, and continue drawing if necessary.

a. Reveal Cheating Tokens: Flip all assigned cheating


tokens at the matchup faceup.

d. Collect Payouts: Each manager collects his zones


payout. The winning manager collects the central payout.
e. Clear the Pitch: The players involved in the matchup
go to the owning managers discard pile. Return Highlight
cards to the game box.
2. Reveal Improvement Pile: Each manager reveals the
improvements received from this rounds payouts.
3. Pass the Golden Coin: The manager with the golden coin
passes it to the manager on his left.
After resolving the Scoreboard phase, the week is over;
proceed to the next Maintenance phase.
If the Blood Bowl tournament was resolved this week, the
season ends and a winner is determined.

Winning the Game


The season culminates in the Blood Bowl tournament and
ends at the end of the fifth round. Managers gain fans from
any End of Game abilities from team upgrades or staff
upgrades. After the final tally, the manager with the most
fans wins the game.
On a tie, the tied managers calculate the total number
of improvements (Star Players, team upgrades, and staff
upgrades) gained over the season, and the tied manager with
the most improvements wins the game.
If there is still a tie, each tied manager loses all their fans,
and the winner is the remaining manager with the most fans.
If all managers are still tied (after checking for the most
improvements), nobody wins.

Matchups
Committing Players to a Highlight
To commit a player to a highlight, take 1 Player card from
your hand and place it perpendicular to the Highlight card
in one of that highlights 2 team zones (to the left or to the
right of the card).
Each zone has a corresponding payout; if your players are
in this zone during the Scoreboard phase you receive this
payout. You may stack your Player cards on top of each other
(leaving the star power visible).
You may only commit players to a zone that does not already
contain players from another team, and you may not have
your own players in more than one zone at the same matchup.
No more than 2 different managers can commit players to a
single highlight. If the last player is removed from a team
zone, leaving it empty, a different manager may then place a
player in that team zone.
You also have a chance to beat the opposing manager and
win the central payout.

Committing Players to a Tournament


To commit a player to a tournament, take 1 Player from your
hand and place it near the Tournament card.
There is no limit to the number of managers who can commit
players to a tournament, and the team zone does not contain
any payouts.
When you commit a Star Player card whose team logo does
not match yours, place one of your team tokens on the card
as a reminder that he belongs to you.

Resolving Matchup Actions


After committing a player, the active manager may resolve 1
matchup action. If a card requires the manager to exhaust it,
rotate it clockwise 90.
A manager who passes cannot resolve matchup actions for
the remainder of the Matchup phase.

Scoreboard
Reveal Cheating Tokens
Apply revealed cheating tokens in this order:
1. Ejection: If there are any revealed cheating
tokens with a whistle icon, place that ejected player
from in his managers discard pile, and discard
any other cheating tokens on that player without
resolving them. An ejected ball carrier drops the ball.
2. Fan Frenzy: For each flag icon on a cheating
token, the manager immediately gains one fan.
3. Star Power: These cheating tokens are cumulative
and take effect during the Determine Winner step.

Determine Winner
To determine the winner of a matchup calculate the total
Star Power for each team at the matchup:
Standing players contribute standing Star Power.
Downed players contribute downed Star Power.
Cheating tokens contribute Star Power.
The ball contributes 2 Star Power to the team
with the ball carrier.
The manager whose team has the highest Star Power is the
winner. On a tie, the team with the ball carrier is the winner.
On a tie at a highlight with the ball at midfield, the highlight
ends in a draw; neither team receives the central payout.
On a tie at a tournament (for winner or runner-up, and
neither tied team has the ball, the first manager decides
which tied team has higher Star Power.

Collect Payouts
A manager collects team zone payouts based on the icons
on the Highlight card. He must have at least one player
still in the team zone during the Collect Payouts step of the
Scoreboard phase in order to collect a team zone payout.
Managers gain fans immediately. Collected payout cards are
placed facedown in the managers improvement pile.
When only one team has players at a matchup, that manager
collects all payouts shown on the card.

Highlights Each manager collects the payout for his team


zone. The winner also collects the central payout.

matchup, place the ball token on a friendly player of your


choice at the original matchup.

Tournaments The winner collects the payout next to the


trophy. The manager with the second-highest Star Power is
the runner-up and collects the payout next to the ribbon. All
other managers with at least one player at the tournament
collect the LOSE! payout.

The Cheating Token Pool


When instructed to discard assigned cheating tokens, set
these tokens aside. Do not return discarded cheating tokens
to the cheating token pool until the next Maintenance phase.

Reveal Improvement Pile


Each manager reveals his improvement pile, which contains
all Star Players, team upgrades, and staff upgrades that
he collected from payouts this round. In turn order, each
manager reveals and reads aloud his cards in this order:

Gaining and Losing Fans


The dial on the left of a managers scoreboard represents
tens, and the dial on the right ones; rotate the dials to record
your total number of fans. You cannot have fewer than 00.

2. Team Upgrades

Morg N Thorg
Morg N Thorg has one OWA card and one CWC card. If one
manager commits him to a matchup, no other manager can
commit another copy of him to that same matchup.

3. Star Players with the Freebooter Ability For each Star


Player drafted with the Freebooter ability, you may choose
one of your player cards from your Team deck, discard pile,
or your hand, and return it to the box. Then shuffle the
Freebooters (if any) into your deck along with your discard
pile to create a new Team deck.

Playing with 2 Managers


Prepare the Spike! Magazine deck by returning all Headline
cards to the game box, setting aside The Blood Bowl card,
shuffling the other 3 Tournament cards, then placing The
Blood Bowl card on the bottom of the pile. Thus, a game
with 2 managers only lasts 4 rounds.

4. All Other Star Players Any Star Players without the


Freebooter ability are then placed on top of your Team
deck in any order.

When rolling the Highlights, reveal 4 highlights. After 2


highlights each have at least one committed player, return
the other 2 highlights to the game box. Managers compete
in the 2 remaining highlights and the tournament.

1. Staff Upgrades

Additional Rules
Player Card Abilities
A condition must usually be fulfilled before these take effect.
Unless stated, all abilities only interact with players at the
same matchup. If 2 abilities occur in the same phase, resolve
in turn order starting with the manager with the golden coin.
Upgrade Card Abilities
Some of these must be exhausted to use: rotate the card
clockwise 90. Cards refresh during the Maintenance phase.
Matchup action abilities are resolved on a managers turn
during the Resolve One Matchup (Matchup phase). Response
abilities are resolved during the Matchup phase when the
conditions are fulfilled. Scoreboard phase abilities are
resolved during the Scoreboard phase. End of game abilities
are resolved after the last week of the season has ended.
If two response abilities contradict each other, the last used
takes effect and the previously used is ignored.

Abilities Based On Winning or Losing


These abilities only resolve when a your team wins or loses
a matchup. At tournaments, the winner and the runner-up
are both winners. Managers who collect the LOSE! payout
are losers. A manager alone at a highlight or a tournament
is the winner. A manager must commit at least 1 player to a
matchup to be considered the winner or the loser.
Moving a Committed Player to a Different Matchup
These abilities allow you to move a player committed to a
matchup to a different matchup. The player is moved, not
committed (and cannot use his skills at the new matchup).
The player may be placed at any legal matchup where there
is an open team zone or where a friendly player is already
at the matchup. If you move a ball carrier to a different

There is no runner-up payout: the winner collects the


winners payout (next to the trophy), and the loser collects
the LOSE! payout. If a team is alone at a tournament during
the Scoreboard phase, its manager collects the winners
payout and the losers payout (not the runner-ups payout).

Optional Rules
No Salary Cap Variant Shuffle all Staff Upgrade cards when
preparing the Staff Upgrade deck during setup.
Abbreviated Season During setup, when preparing the
Spike! Magazine deck, draw 1 Tournament card (instead of
2) and 2 Headline cards (instead of 3). After assigning the
first manager, but before beginning the game, each manager
follows these steps:
1. Star Players: Draw 4 Star Player cards from the Star
Player deck corresponding to your union (OWA or CWC). Look
at them and place 2 in your improvement pile. Return the
others to the bottom of the Star Player deck in any order.
2. Team Upgrade: Draw 1 Team Upgrade card and place it in
your improvement pile.
3. Staff Upgrade: Draw 3 Staff Upgrade cards. Look at them,
place 1 in your improvement pile. Return the others to the
bottom of the Staff Upgrade deck in any order.
Each manager then reveals his starting improvements.

Extended Season During setup, when preparing the Spike!


Magazine deck, draw 2 Tournament cards and 3 Headline
cards (instead of 2).
Scheduling Limitations When rolling the Highlight Reel, only
reveal as many highlights as needed for the total number of
matchups to equal the number of players in the game.

the game round


1. Maintenance
1. Refresh Cards
2. Replenish Hand: All managers draw cards
from their Team deck until they have 6 cards.
3. Restock the Cheating Token Pool: Return all
cheating tokens facedown and mix them.
4. Draw the Spike! Magazine Card:
Tournament: managers can compete during
this round. Headline, read it aloud.
5. Roll the Highlights: Draws Highlight cards
equal to the number of managers in the game
and place them faceup in the Highlight Reel.
6. Prepare for Kickoff: Place one ball token on
each Highlight card and on the Tournament
card (if present). A ball token on the Highlight
or Tournament card is at midfield.

2. Matchup
Beginning with the first manager and going
clockwise, each manager takes turns:
1. Commit One Player to a Matchup: Place 1
Player card from your hand faceup next to a
matchup. Then:
Resolve When Played: abilities.
Use the players skills from left to right.
2. Resolve One Matchup Action (optional): You
may exhaust 1 Staff Upgrade or Team Upgrade
card in your play area and apply its text.
If you do not commit a Player card, you must
pass. After all managers have passed, go to
the next phase.

3. Scoreboard
1. Resolve Matchups: Starting with the
Highlight closest to the Highlight deck, resolve
each matchup. Resolve tournaments last.
a. Reveal Cheating Tokens: Flip all assigned
cheating tokens at the matchup faceup.
b. Resolve Scoreboard Phase Abilities:
In turn order, resolve any Scoreboard phase
abilities on players, or team/staff upgrades.
c. Determine Winner: Calculate each
managers total Star Power at the matchup.

the game round

d. Collect Payouts: Each manager collects


his zones payout. The winning manager also
collects the central payout.
e. Clear the Pitch: The players in the
matchup go to the owning managers discard
pile. Return Highlight cards to the box.
2. Reveal Improvement Pile: Each manager
reveals the improvements received from this
rounds payouts.
3. Pass the Golden Coin: The manager with
the golden coin passes it to his left.
After resolving the Scoreboard phase, the week
is over; proceed to the next Maintenance phase.
If the Blood Bowl tournament was resolved
this week, the season ends and a winner is
determined.

Payout Icons
Fan: For each icon, gain 1 fan.
Increase the fan dial on your
scoreboard accordingly.
Star Players: For each icon, draw 1
Star Player card from the Star Player
deck that corresponds to his union
membership (OWA or CWC). Look at all these
cards and draft one by placing it in your
improvement pile. Place any remaining Star
Players at the bottom of the Star Player deck
in any order.
Team Upgrade: For each icon, draw
1 Team Upgrade card. Look at all
these cards, keep one, and place it in
your improvement pile. Then place any
remaining team upgrades at the bottom of the
Team Upgrade deck in any order.
Staff Upgrade: For each icon, draw 1
Staff Upgrade card. Look at all these
cards, keep one, and place it in your
improvement pile. Then place any remaining
staff upgrades at the bottom of the Staff
Upgrade deck in any order.
Either/Or: Central payouts separated
by a slash offer the winning manager
a choice between 2 different rewards.
The winning manager chooses one of the listed
rewards as his payout.

1. Maintenance
1. Refresh Cards
2. Replenish Hand: All managers draw cards
from their Team deck until they have 6 cards.
3. Restock the Cheating Token Pool: Return all
cheating tokens facedown and mix them.
4. Draw the Spike! Magazine Card:
Tournament: managers can compete during
this round. Headline, read it aloud.
5. Roll the Highlights: Draws Highlight cards
equal to the number of managers in the game
and place them faceup in the Highlight Reel.
6. Prepare for Kickoff: Place one ball token on
each Highlight card and on the Tournament
card (if present). A ball token on the Highlight
or Tournament card is at midfield.

2. Matchup
Beginning with the first manager and going
clockwise, each manager takes turns:
1. Commit One Player to a Matchup: Place 1
Player card from your hand faceup next to a
matchup. Then:
Resolve When Played: abilities.
Use the players skills from left to right.
2. Resolve One Matchup Action (optional): You
may exhaust 1 Staff Upgrade or Team Upgrade
card in your play area and apply its text.
If you do not commit a Player card, you must
pass. After all managers have passed, go to
the next phase.

3. Scoreboard
1. Resolve Matchups: Starting with the
Highlight closest to the Highlight deck, resolve
each matchup. Resolve tournaments last.
a. Reveal Cheating Tokens: Flip all assigned
cheating tokens at the matchup faceup.
b. Resolve Scoreboard Phase Abilities:
In turn order, resolve any Scoreboard phase
abilities on players, or team/staff upgrades.
c. Determine Winner: Calculate each
managers total Star Power at the matchup.

d. Collect Payouts: Each manager collects


his zones payout. The winning manager also
collects the central payout.
e. Clear the Pitch: The players in the
matchup go to the owning managers discard
pile. Return Highlight cards to the box.
2. Reveal Improvement Pile: Each manager
reveals the improvements received from this
rounds payouts.
3. Pass the Golden Coin: The manager with
the golden coin passes it to his left.
After resolving the Scoreboard phase, the week
is over; proceed to the next Maintenance phase.
If the Blood Bowl tournament was resolved
this week, the season ends and a winner is
determined.

Payout Icons
Fan: For each icon, gain 1 fan.
Increase the fan dial on your
scoreboard accordingly.
Star Players: For each icon, draw 1
Star Player card from the Star Player
deck that corresponds to his union
membership (OWA or CWC). Look at all these
cards and draft one by placing it in your
improvement pile. Place any remaining Star
Players at the bottom of the Star Player deck
in any order.
Team Upgrade: For each icon, draw
1 Team Upgrade card. Look at all
these cards, keep one, and place it in
your improvement pile. Then place any
remaining team upgrades at the bottom of the
Team Upgrade deck in any order.
Staff Upgrade: For each icon, draw 1
Staff Upgrade card. Look at all these
cards, keep one, and place it in your
improvement pile. Then place any remaining
staff upgrades at the bottom of the Staff
Upgrade deck in any order.
Either/Or: Central payouts separated
by a slash offer the winning manager
a choice between 2 different rewards.
The winning manager chooses one of the listed
rewards as his payout.

Skills
You must completely resolve a skill before
using another skill.

Cheating
Mandatory. For each icon, draw 1
random cheating token from the pool
and place it facedown (skull up) on
the Player card without looking at it.
Cheating tokens are revealed and resolved
during the Scoreboard phase.
Managers cannot look at an assigned cheating
tokens face unless a card ability lets them.

Passing
Optional. If the ball token is at
midfield (on the matchup card), give
it to the player using the passing skill,
placing the token on his Player card.
That player is now the ball carrier.
If an opposing player is the ball carrier, move
the ball to midfield. If another player on your
own team is the ball carrier, you may choose
to either leave the ball with the current carrier
or move it to the player using the passing
skill. If the committed player is already the
ball carrier, but still has more pass icons to
resolve, ignore them.
This skill is not related to a manager passing.

Sprinting
Optional. For each icon, draw the top
card of your Team deck, then choose
one card to discard from your hand
(you may choose the card just drawn).
Tackling
Optional. For each icon, the player
may attempt one tackle against any
opposing player at the same matchup.
A player with multiple tackle icons
resolves each tackle separately (versus the
same player multiple times or versus multiple
different players).
To attempt a tackle, the tackling players
manager declares the target player and
compares his players Star Power to the target
players Star Power:
Tackling players Star Power > target players
Star Power: roll 2 tackle dice and choose
one result to apply.
Tackling players Star Power = target players
Star Power: roll 1 tackle dice and apply that
result.
Tackling players Star Power < target players
Star Power: roll 2 tackle dice; the opposing
manager chooses one result to apply.

Unless stated in a players ability, the ball


token does not affect the players Star Power.
Based on the results of the tackle dice, one
of several outcomes may occur after a tackle
attempt:
Target Down: Tackle succeeds. If the
target player is standing, he becomes
downed. If the target player is downed,
he becomes injured.
Target Missed: The tackle fails, but
there is no other effect.
Tackler Down: If the tackling player is
standing, he becomes downed. If the
tackling player is downed, he becomes
injured.
Some abilities take effect when players are
successfully tackled. If a manager applies the
tackler down result, it does not count as a
successful tackle for the target player.

Player States
A player can be standing, downed, or injured.
If a player drops the ball, place the ball token
at midfield.
Standing: When you commit a player to a
highlight, place the Player card perpendicular
to the Highlight card in an upright position
in his team zone. This position indicates that
he is standing. While standing, he uses his
standing Star Power (upper-left corner).
Downed: Immediately rotate the Player card
clockwise 90. While downed, he uses his
downed Star Power (upper-left corner when
the card is rotated).
If the player is the ball carrier, he drops the
ball. Downed players lose all abilities and
remaining skills, but retain any cheating
tokens already on them.
Injured: Immediately remove the player from
the matchup and place his Player card in your
discard pile.
If the player is the ball carrier, he drops the
ball. Discard any cheating tokens on his card.
Injured players recover the next time the
discard pile is shuffled to become the new
deck.

Cheating token quantities

Skills
You must completely resolve a skill before
using another skill.

Cheating
Mandatory. For each icon, draw 1
random cheating token from the pool
and place it facedown (skull up) on
the Player card without looking at it.
Cheating tokens are revealed and resolved
during the Scoreboard phase.
Managers cannot look at an assigned cheating
tokens face unless a card ability lets them.

Passing
Optional. If the ball token is at
midfield (on the matchup card), give
it to the player using the passing skill,
placing the token on his Player card.
That player is now the ball carrier.
If an opposing player is the ball carrier, move
the ball to midfield. If another player on your
own team is the ball carrier, you may choose
to either leave the ball with the current carrier
or move it to the player using the passing
skill. If the committed player is already the
ball carrier, but still has more pass icons to
resolve, ignore them.
This skill is not related to a manager passing.

Sprinting
Optional. For each icon, draw the top
card of your Team deck, then choose
one card to discard from your hand
(you may choose the card just drawn).
Tackling
Optional. For each icon, the player
may attempt one tackle against any
opposing player at the same matchup.
A player with multiple tackle icons
resolves each tackle separately (versus the
same player multiple times or versus multiple
different players).
To attempt a tackle, the tackling players
manager declares the target player and
compares his players Star Power to the target
players Star Power:
Tackling players Star Power > target players
Star Power: roll 2 tackle dice and choose
one result to apply.
Tackling players Star Power = target players
Star Power: roll 1 tackle dice and apply that
result.
Tackling players Star Power < target players
Star Power: roll 2 tackle dice; the opposing
manager chooses one result to apply.

Unless stated in a players ability, the ball


token does not affect the players Star Power.
Based on the results of the tackle dice, one
of several outcomes may occur after a tackle
attempt:
Target Down: Tackle succeeds. If the
target player is standing, he becomes
downed. If the target player is downed,
he becomes injured.
Target Missed: The tackle fails, but
there is no other effect.
Tackler Down: If the tackling player is
standing, he becomes downed. If the
tackling player is downed, he becomes
injured.
Some abilities take effect when players are
successfully tackled. If a manager applies the
tackler down result, it does not count as a
successful tackle for the target player.

Player States
A player can be standing, downed, or injured.
If a player drops the ball, place the ball token
at midfield.
Standing: When you commit a player to a
highlight, place the Player card perpendicular
to the Highlight card in an upright position
in his team zone. This position indicates that
he is standing. While standing, he uses his
standing Star Power (upper-left corner).
Downed: Immediately rotate the Player card
clockwise 90. While downed, he uses his
downed Star Power (upper-left corner when
the card is rotated).
If the player is the ball carrier, he drops the
ball. Downed players lose all abilities and
remaining skills, but retain any cheating
tokens already on them.
Injured: Immediately remove the player from
the matchup and place his Player card in your
discard pile.
If the player is the ball carrier, he drops the
ball. Discard any cheating tokens on his card.
Injured players recover the next time the
discard pile is shuffled to become the new
deck.

Cheating token quantities

SUDDEN DEATH EXPANSION


Setup
All expansion cards and components are
incorporated into the base game with the
exception of the optional enchanted balls.
After preparing the cheating token pool, mix
together all the expansion contract tokens
facedown (hiding the number of fans) to form
the contract token supply pool.

If you resolve a Cabalvision Contract payout


and there are no contract tokens left in the
supply, immediately gain 2 fans but do not
collect a contract token.

CONTRACT token quantities

Replace the 4 Tournament cards from the


Spike! Magazine base game deck with the new
Tournament cards from this expansion.
Dark Sorcery Syndicate Players: Managers may
choose from the 3 DSS teams (in addition to
the base game teams). If you are playing with
a DSS team, take all DSS Star Player cards,
shuffle them together and place this deck
facedown near the Highlight deck.
Blood Tokens: If you are playing as the Black
Fangs team, create a supply of all the blood
tokens near your Team deck.
CWC and OWA Teams: If you play a team from
the base game, collect the corresponding
Team Upgrade card from this expansion and
shuffles it into your Team Upgrade deck.

Contracts
You earn contract tokens via the
Cabalvision Contract icons printed
on some of the new Highlight and
Tournament cards.
During a Scoreboard phase each time payouts
are collected, if you win any contract payouts,
randomly select 1 contract token (without
looking at the value) from the contract token
pool for each Cabalvision Contract icon printed
on the payout section of the Highlight card.
The chosen token is not revealed to any
manager (including you) and is placed
facedown in your play area.
These tokens remain facedown until the end
of the season and are only revealed after
managers resolve any End of Game abilities.
At that time, reveal all your contract tokens
and score fans equal to the combined amount
revealed.
Contract tokens do not count as improvements.

SUDDEN DEATH EXPANSION


Setup
All expansion cards and components are
incorporated into the base game with the
exception of the optional enchanted balls.
After preparing the cheating token pool, mix
together all the expansion contract tokens
facedown (hiding the number of fans) to form
the contract token supply pool.

If you resolve a Cabalvision Contract payout


and there are no contract tokens left in the
supply, immediately gain 2 fans but do not
collect a contract token.

CONTRACT token quantities

Replace the 4 Tournament cards from the


Spike! Magazine base game deck with the new
Tournament cards from this expansion.

Either/Or Skills
Some Player cards feature icons separated by
one or more slashes. All skill icons on one side
of a slash are called a skill set.
Each time you commit a player that has more
than 1 skill set, you must choose which skill
set the player has. Once chosen, you can only
use that skill set; the unchosen skill set(s) do
not exist for the remainder of the time that
card is in play.
You may use all skill icons on a single side of
a slash. If a
is present among the skills, you
must assign the player a cheating token.
If a player has skill icons divided by more than
one slash, you may only use one set of skills
on a single side of a slash.

Downed Skills
Each time a player with downed skills is
downed, the players manager resolves them
immediately, interrupting the active managers
turn. The active managers turn then resumes
and he may resolve any other remaining
standing skills icons on the card he played.
If players controlled by 2 different managers
become downed simultaneously, the active
manager resolves his downed skills first.
Downed skills are resolved from left to right,
in the same way as standing skills. Cheating is
mandatory, while passing, sprinting, tackling,
and regeneration are optional. Each time
you use a players downed tackling skill, the
downed Star Power rating is used to attempt
the tackle. Downed players with downed skills
still lose all printed abilities.

Dark Sorcery Syndicate Players: Managers may


choose from the 3 DSS teams (in addition to
the base game teams). If you are playing with
a DSS team, take all DSS Star Player cards,
shuffle them together and place this deck
facedown near the Highlight deck.
Blood Tokens: If you are playing as the Black
Fangs team, create a supply of all the blood
tokens near your Team deck.
CWC and OWA Teams: If you play a team from
the base game, collect the corresponding
Team Upgrade card from this expansion and
shuffles it into your Team Upgrade deck.

Contracts
You earn contract tokens via the
Cabalvision Contract icons printed
on some of the new Highlight and
Tournament cards.
During a Scoreboard phase each time payouts
are collected, if you win any contract payouts,
randomly select 1 contract token (without
looking at the value) from the contract token
pool for each Cabalvision Contract icon printed
on the payout section of the Highlight card.
The chosen token is not revealed to any
manager (including you) and is placed
facedown in your play area.
These tokens remain facedown until the end
of the season and are only revealed after
managers resolve any End of Game abilities.
At that time, reveal all your contract tokens
and score fans equal to the combined amount
revealed.
Contract tokens do not count as improvements.

Either/Or Skills
Some Player cards feature icons separated by
one or more slashes. All skill icons on one side
of a slash are called a skill set.
Each time you commit a player that has more
than 1 skill set, you must choose which skill
set the player has. Once chosen, you can only
use that skill set; the unchosen skill set(s) do
not exist for the remainder of the time that
card is in play.
You may use all skill icons on a single side of
a slash. If a
is present among the skills, you
must assign the player a cheating token.
If a player has skill icons divided by more than
one slash, you may only use one set of skills
on a single side of a slash.

Downed Skills
Each time a player with downed skills is
downed, the players manager resolves them
immediately, interrupting the active managers
turn. The active managers turn then resumes
and he may resolve any other remaining
standing skills icons on the card he played.
If players controlled by 2 different managers
become downed simultaneously, the active
manager resolves his downed skills first.
Downed skills are resolved from left to right,
in the same way as standing skills. Cheating is
mandatory, while passing, sprinting, tackling,
and regeneration are optional. Each time
you use a players downed tackling skill, the
downed Star Power rating is used to attempt
the tackle. Downed players with downed skills
still lose all printed abilities.

SUDDEN DEATH EXPANSION


Additional Skill Icon
Regeneration
Regeneration is optional.
Regeneration is not used when a
player is committed to a matchup,
but as a downed skill.
Each time you choose to use regeneration on
a downed player, roll 2 dice and choose one
result to apply. If you apply a result, you may
return that player to a standing state. All other
results are ignored.
If you decide to use regeneration, you must do
so in sequence with a players other downed
skills, resolving them left to right.
If a player uses the regeneration skill to stand,
additional downed skills triggered after the
regeneration skill are not used (since the
player is no longer downed) and any standing
skills are ignored.

Blood Tokens

Playing with Two Managers


When playing for 2 managers, prepare
the Spike! Magazine deck by shuffling all
Tournament cards from this expansion
together. A game with 2 managers therefore
lasts 5 rounds.

Enchanted balls (Optional)


Enchanted balls add variety to matchups by
changing the effects of balls. When using this
optional rule, return all ball tokens from the
base game to the box during setup.
During the Prepare for Kickoff step of each
Maintenance phase, the first manager mixes
all the enchanted ball tokens together to form
the enchanted ball pool.
He then places 1 random ball from the pool
faceup on each Highlight and Tournament
card at each matchup.
Enchanted ball tokens contain one of the
following possible effects:

SUDDEN DEATH EXPANSION


Additional Skill Icon
Regeneration
Regeneration is optional.
Regeneration is not used when a
player is committed to a matchup,
but as a downed skill.
Each time you choose to use regeneration on
a downed player, roll 2 dice and choose one
result to apply. If you apply a result, you may
return that player to a standing state. All other
results are ignored.
If you decide to use regeneration, you must do
so in sequence with a players other downed
skills, resolving them left to right.
If a player uses the regeneration skill to stand,
additional downed skills triggered after the
regeneration skill are not used (since the
player is no longer downed) and any standing
skills are ignored.

Blood Tokens

Playing with Two Managers


When playing for 2 managers, prepare
the Spike! Magazine deck by shuffling all
Tournament cards from this expansion
together. A game with 2 managers therefore
lasts 5 rounds.

Enchanted balls (Optional)


Enchanted balls add variety to matchups by
changing the effects of balls. When using this
optional rule, return all ball tokens from the
base game to the box during setup.
During the Prepare for Kickoff step of each
Maintenance phase, the first manager mixes
all the enchanted ball tokens together to form
the enchanted ball pool.
He then places 1 random ball from the pool
faceup on each Highlight and Tournament
card at each matchup.
Enchanted ball tokens contain one of the
following possible effects:

Players with the Bloodlust


ability may gain blood tokens.
Each time your player gains
a blood token, place 1 blood
token on that players Player card (players may
accumulate more than 1 blood token).

Star Power: If a player has control


of a ball during the Scoreboard
phase, his teams total Star Power is
increased by the amount indicated
on the ball when determining the
winner of the matchup.

Players with the Bloodlust


ability may gain blood tokens.
Each time your player gains
a blood token, place 1 blood
token on that players Player card (players may
accumulate more than 1 blood token).

Star Power: If a player has control


of a ball during the Scoreboard
phase, his teams total Star Power is
increased by the amount indicated
on the ball when determining the
winner of the matchup.

Each blood token on a Player card increases


that players standing Star Power and downed
Star Power by 1. Blood tokens remain in
play until the Clear the Pitch step of the
Scoreboard phase, when they are removed
from all Player cards and returned to the
supply.

Fans: If a player has control of the


ball during the Scoreboard phase,
his manager gains a number of fans
as indicated on the ball.

Each blood token on a Player card increases


that players standing Star Power and downed
Star Power by 1. Blood tokens remain in
play until the Clear the Pitch step of the
Scoreboard phase, when they are removed
from all Player cards and returned to the
supply.

Fans: If a player has control of the


ball during the Scoreboard phase,
his manager gains a number of fans
as indicated on the ball.

Blood tokens are limited to the number


provided; players cannot gain blood tokens if
the supply is depleted.

Scoreboard Phase Abilities


Managers must resolve all Scoreboard Phase
abilities that score fans for winning or losing a
matchup after the Determine Winner step.

Skills: Each time a player becomes


the ball carrier, his manager may
immediately use a skill icon on
that ball, interrupting the active
managers turn. After resolving the
skill, the active managers turn
resumes.
Each time a player becomes the ball carrier
of an enchanted ball token containing a
mandatory skill icon, his manager must use
that skill.

Blood tokens are limited to the number


provided; players cannot gain blood tokens if
the supply is depleted.

Scoreboard Phase Abilities


Managers must resolve all Scoreboard Phase
abilities that score fans for winning or losing a
matchup after the Determine Winner step.

Skills: Each time a player becomes


the ball carrier, his manager may
immediately use a skill icon on
that ball, interrupting the active
managers turn. After resolving the
skill, the active managers turn
resumes.
Each time a player becomes the ball carrier
of an enchanted ball token containing a
mandatory skill icon, his manager must use
that skill.

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